Compare Cannon Brawl prices across 50+ stores and find the best deal. Developed by Theresa Duringer. Published by Temple Gates Games. Released on 9/19/2014. Available on PC, Mac, Linux, Xbox. Genres: Action, Adventure, Indie, Strategy. Metacritic score: 72/100.

Real-time Worms with an RTS resource layer grafted on top: if 15-minute matches that punish slow decision-making sound appealing, this one earns its place in your library.

My first instinct when loading Cannon Brawl was to treat it like a turn-based artillery game and line up careful shots. That instinct will get you destroyed inside two minutes. The entire identity of this game is speed: you pilot a steampunk airship across a 2D destructible battlefield, physically docking with each structure to activate it, then racing to the next one before a cooldown expires or your opponent seizes the economic high ground. Territory expansion via balloons feeds into gold mines, gold feeds cannons, lasers, flamethrowers, shields, and mines, and the whole loop runs in real time without a pause button to save you. It is closer to a micro-intensive RTS than to anything in the Worms lineage it superficially resembles, and that distinction matters a lot when you are choosing who to recommend it to. The strategic layer is genuinely interesting on paper. You pick a loadout of up to five structures before each match, then combine them with one of several unlockable airship pilots, each carrying a passive or active ability: faster cooldowns, healing auras for adjacent buildings, drill attacks that undercut enemy positions. Choosing a missile-heavy offense against an opponent running shield towers plays differently than going mine-rush into a flamethrower follow-up. The problem reviewers consistently flagged at launch, and which the community has echoed since, is that the simplest aggressive strategies tend to outperform creative ones. Claim territory fast, drop a couple of reliable cannon towers, dock-fire-move-repeat. When raw momentum edges out more elaborate setups, the armory of 15-plus weapons starts to feel like an options menu you never fully need to open. That ceiling on strategic expression is the main honest criticism to level at the game, and it is real. For newcomers, though, the campaign is a well-constructed on-ramp. The 20-mission structure introduces mechanics gradually across five environments, handing you new towers and pilots as rewards rather than dumping them all at once. Puzzle levels break up the rhythm with specific constraints, like destroying a castle in one or two shots, which actually force you to think about arc, terrain, and upgrade timing in ways the main campaign does not always demand. Nightmare mode unlocks post-campaign for players who want the AI moving with genuinely alarming precision. The single-player content is not long by any stretch, but it serves its purpose as a learning environment before you hit skirmish or multiplayer. Multiplayer is where the game's design either clicks or collapses, depending entirely on who you are playing against. Local play against a friend on the same machine is excellent, with matches averaging around 15 minutes of non-stop positioning and docking decisions. Online ranked exists, though finding populated lobbies has historically been inconsistent for a game of this age and player count. A dead online pool is the practical ceiling on the experience for solo players who have finished campaign and cleared puzzle levels. If you have a regular opponent lined up, either locally or via invite, the competitive loop is sharp and replayable. If you are counting on matchmaking to carry longevity, temper those expectations. Diego, Scout Team

Cannon Brawl
ActionAdventureIndieStrategy

Cannon Brawl

Sep 19, 2014Theresa DuringerTemple Gates Games
GamerScout Says

Real-time Worms with an RTS resource layer grafted on top: if 15-minute matches that punish slow decision-making sound appealing, this one earns its place in your library.

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About Cannon Brawl

My first instinct when loading Cannon Brawl was to treat it like a turn-based artillery game and line up careful shots. That instinct will get you destroyed inside two minutes. The entire identity of this game is speed: you pilot a steampunk airship across a 2D destructible battlefield, physically docking with each structure to activate it, then racing to the next one before a cooldown expires or your opponent seizes the economic high ground. Territory expansion via balloons feeds into gold mines, gold feeds cannons, lasers, flamethrowers, shields, and mines, and the whole loop runs in real time without a pause button to save you. It is closer to a micro-intensive RTS than to anything in the Worms lineage it superficially resembles, and that distinction matters a lot when you are choosing who to recommend it to. The strategic layer is genuinely interesting on paper. You pick a loadout of up to five structures before each match, then combine them with one of several unlockable airship pilots, each carrying a passive or active ability: faster cooldowns, healing auras for adjacent buildings, drill attacks that undercut enemy positions. Choosing a missile-heavy offense against an opponent running shield towers plays differently than going mine-rush into a flamethrower follow-up. The problem reviewers consistently flagged at launch, and which the community has echoed since, is that the simplest aggressive strategies tend to outperform creative ones. Claim territory fast, drop a couple of reliable cannon towers, dock-fire-move-repeat. When raw momentum edges out more elaborate setups, the armory of 15-plus weapons starts to feel like an options menu you never fully need to open. That ceiling on strategic expression is the main honest criticism to level at the game, and it is real. For newcomers, though, the campaign is a well-constructed on-ramp. The 20-mission structure introduces mechanics gradually across five environments, handing you new towers and pilots as rewards rather than dumping them all at once. Puzzle levels break up the rhythm with specific constraints, like destroying a castle in one or two shots, which actually force you to think about arc, terrain, and upgrade timing in ways the main campaign does not always demand. Nightmare mode unlocks post-campaign for players who want the AI moving with genuinely alarming precision. The single-player content is not long by any stretch, but it serves its purpose as a learning environment before you hit skirmish or multiplayer. Multiplayer is where the game's design either clicks or collapses, depending entirely on who you are playing against. Local play against a friend on the same machine is excellent, with matches averaging around 15 minutes of non-stop positioning and docking decisions. Online ranked exists, though finding populated lobbies has historically been inconsistent for a game of this age and player count. A dead online pool is the practical ceiling on the experience for solo players who have finished campaign and cleared puzzle levels. If you have a regular opponent lined up, either locally or via invite, the competitive loop is sharp and replayable. If you are counting on matchmaking to carry longevity, temper those expectations. Diego, Scout Team

Tags

singleplayermultiplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaReal-Time ArtilleryTerritory ControlAirship PilotLoadout BuilderDestructible TerrainLocal VersusSteampunk AestheticTwitch StrategyNightmare Mode

Steam Deck & Linux

ProtonDB Gold

Runs great on Linux after minor tweaks. Based on 4 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP, Vista, Windows 7 or Windows 8
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
1 GB available space
Graphics
ATI or Nvidia Videocard with at least 256MB, Intel GMA 950 or newer
Processor
Any processor with 2 Cores

Recommended

OS
Windows XP, Vista, Windows 7 or Windows 8
Memory
2 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
ATI or Nvidia Videocard with at least 512MB
Processor
Any processor with 2 Cores

Community Discussion

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Reviews & Ratings

Metacritic
72

Game Info

Developer
Theresa Duringer
Publisher
Temple Gates Games
Release Date
Sep 19, 2014

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Frequently asked questions about Cannon Brawl

Where can I buy Cannon Brawl cheapest?

Compare Cannon Brawl prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Cannon Brawl available on?

Cannon Brawl is available on PC, Mac, Linux, Xbox.

When was Cannon Brawl released?

Cannon Brawl was released on 19 September 2014.

Who developed Cannon Brawl?

Cannon Brawl was developed by Theresa Duringer and published by Temple Gates Games.

Is Cannon Brawl worth buying?

Cannon Brawl holds a Metacritic score of 72/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.